Ice Mephit

Monster Manual, 215

Ice Mephit CR: 1/2

Small elemental, neutral evil
Armor Class: 11
Hit Points: 21 6d6
Speed: 30 ft. , fly: 30 ft.

STR

7 -2

DEX

13 +1

CON

10 +0

INT

9 -1

WIS

11 +0

CHA

12 +1

Skills: Elemental Nature. A mephit doesn't require food, drink, or sleep.
Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Damage Vulnerabilities: bludgeoning, fire
Damage Immunities: cold, poison
Condition Immunities: poisoned
Senses: Perecption +2, Stealth +3
Darkvision 60 ft
Passive Perception 12
Languages: Aquan, Auran
Challenge Rating: 1/2 ( 100 XP)

1/day: The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Legendary Actions

Frost Breath (Recharge 6) d6 . The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 2d4 cold damage on a failed save, or half as much damage on a successful one.

Mephits are imp-like creatures that that come from the Elemental Planes. They always represent a mix of two elements.
Ice Mephits are aloof and cold, surpassing all other mephits in pitless cruelty.
Monster Manual

Suggested Environments

Ice Mephits will be found anywere that is cold and artic.


Upon the destruction of an Ice Mephit, there is a 50% chance that 1D4 Ice Mephit Claws can be found on the ground.


Cover image: by Tara O'Neill

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